--==This page is a placeholder for future ideas relating to 8e. Please disregard the below text.==--
Warhammer 40,000 7e is lots of fun. Changes to the rules (specifically with objectives and psychic powers) have resulted in a game that is even more dominated by tabletop tactics in the Movement phase: fast is better! MSUs are better!
However, there are still a few small hiccups in the rules that need to be sorted. Perhaps a FAQ will solve or clarify some of these in the future; for now, I present to you a few unintrusive rules that should make your games more fun and more fair.
Written by Elric Greywolf
June 2014
Psychic Phase
Power of the Warp
WC is divided into three categories: Friendly, Enemy, and Neutral. Friendly and Enemy WC follow the Allies Matrix (that is, Friendly WC is generated by Battle Brother models, and Enemy WC is generated by AoC, Desperate, and CtA models). Neutral WC is the generated d6 at the beginning of the Psychic Phase.
A Psyker may only draw on Friendly WC, and may never use Enemy WC. Neutral WC may be used however you wish.
Maledictions and Witchfire can only be denied using Friendly WC. Blessings and Conjurations, since they target no enemy model, can be dispelled with any combination of WC.
- For example, Eric's Eldar has a Primary CAD including a Farseer (PML3), another CAD including a Warlock Council (total PMLs 5), and an Allied Detachment of Daemons (total PMLs 4). Since Eldar and Daemons treat each other as enemies, the Farseer only has 8WC at his disposal (in addition to whatever Eric rolls at the start of the Psychic Phase); he cannot use the Daemon-generated WC.
- For example, Tom's Tyranids have a Tyrant (PML2) and a Zoanthrope Brood (PML2), as well as an Allied Necron Detachment. If a Necron Warrior unit is targeted by an enemy Witchfire, Tom may not use the Tyranid's WC in his Deny the Witch attempt--he may only draw on the generated d6 WC, since it is "neutral."
How many powers?
A Psyker may cast as many powers as he knows so long as he has WC available in the pool. This means that, for example, a PML1 Psyker may usually attempt to cast two powers (due to Psychic Focus), or perhaps three (if he has a force weapon).
Psyker Units
ICs with the Psyker rule that are joined to a unit generate WC, manifest powers, and suffer Perils of the Warp exactly as they would if they were alone. Note that this includes when the IC is joined to a unit that contains other IC Psykers, as well as when joined to a unit with the Brotherhood of Psykers/Sorcerers rule. Remember that a Psyker IC or a Brotherhood, regardless of whether it is attached to another unit, may never attempt to manifest the same power twice in a phase (unless it has specific permission to do so).
- For example, when a Primaris Psyker (PML1) is attached to a Wyrdvane unit (BoP), 2WC will be generated. When the Wyrdvane Psykers attempt to manifest a Psychic power, if they roll double 6s and thus Perils, a random member of the unit, not including the Primaris Psyker, has the Perils resolved against it. Similarly, if the Primaris Psyker attempts to manifest a power and rolls double 6s, he must suffer the effects of the Perils—it cannot be passed to another model (through LOS!, random allocation, or any other means).
- For example, a Herald of Tzeentch (PML2) is attached to a unit of Pink Horrors (BoS). Both the Herald and the Horrors generated Flickering Fire (Witchfire) at the start of the game. The Herald is in range and LoS of a SM Tactical Squad, and casts Flickering Fire at them. The Herald's manifestation succeeds, and four Marines die (after Hits, Wounds, and Saves). The Horrors choose the same target for Flickering Fires, pass their Psychic test, and kill two more Marines.
Exception: a Blessing that targets the Psyker (and/or his unit) will affect the unit normally in the appropriate phase.
- For example, if a SM Librarian (PML1) who knows Perfect Timing successfully manifests the power, both his weapons and the weapons of the unit to which he is attached now have the Ignores Cover rule.
Objectives
Impossible Tactical Objectives
If you draw a tactical objective that cannot be completed because of your opponent’s army choices, you may immediately discard that card and draw again. Note that objectives that are impossible because of your own army choices (choice of Faction or models) must be discarded in the normal manner.
- For example, Tanner’s Tau are fighting Nick’s Necrons. If Tanner were to draw #62, “Witch Hunter” (destroy enemy psykers), he would immediately discard it and draw a new one because Nick chose to not field any psykers. However, if Tanner were to draw #56, “Harness the Warp” (successfully manifest a Psychic Power), he would need to discard it per the rulebook, since it was his own army choice to include no psykers. In the same way, if Jim were to field an Unbound army that included no characters, he would discard #54, “Hungry for Glory” (get VP for issuing challenges) per the rulebook, since it was his choice to not field characters.
Dedicated Transports
Dedicated Transports may not gain “Objective Secured.”